Ns_achio

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2004 in Mapping Forum
<div class="IPBDescription">The salvage of the battlecarrier Achio</div> <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:14pt;line-height:100%'><span style='color:red'><b>Progress indicator:</b> finished.</span></span>
<span style='font-size:8pt;line-height:100%'><span style='color:gray'>This post will keep updating during progress...</span></span>
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Current version: version1 beta2</b>
<span style='color:purple'><b>Released versions:</b></span><ul>
</li><li><b>ns_achio alpha 0.6</b>
- first public release
- incomplete map version (60% finished)
- brightness test and bug testing
- <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_achio-alpha-06.zip' target='_blank'><b>Mirror: Hosted by Bry's NS Server</b></a>

</li><li><b>ns_achio alpha 0.61</b>
- incomplete map version (61% finished)
- brightness/lighting tweaks
- texture & architecture tweaks
- alpha 0.6 bugs fixed
- <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_achio-alpha-061.zip' target='_blank'><b>Mirror: Hosted by Bry's NS Server</b></a>

</li><li><b>ns_achio alpha 0.86</b>
- incomplete map version (86% finished), but playable
- brightness/lighting tweaks
- texture & architecture tweaks
- new areas added
- new ambient sounds
- added a temp readyroom
- there are blackwalls in the map. The missing areas are going to be behind them in the final release
- texture bug reported, the join team signs (marines, aliens and spectate) are invisible
- <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/versions/ns_achio-alpha-086.zip' target='_blank'><b>Mirror1: Hosted by @home.nl</b></a>

</li><li><b>ns_achio beta 1.0, released on aug-05-2004</b>
- complete map version ready for betatesting
- brightness/lighting tweaks
- texture & architecture tweaks
- new areas added
- new ambient sounds
- A door which only can be openend by pressing two buttons almost simultaniously. This will gain the team acces to a resnode and also a semi double res
- <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/versions/ns_achio-beta1.0.zip' target='_blank'><b>Mirror1: Hosted by @home.nl</b></a>
- <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_achio-beta1.0.zip' target='_blank'><b>Mirror2: Hosted by Bry's NS Server</b></a>

</li><li><b>ns_achio_v1b2, released on sept-06-2004</b>
New filename, ns_achio_v1b2.bsp

- map version 1
- beta 2

Bugfixes:

- Null textured face ceiling port skylight - found by Naigel
- Missplaced spark entity in watercleansing - found by Rhodri2311
- Being able to go to the outside of the map in the damaged section fixed - found by [Sorcerer]
- Typo fixed in the location name (dammage --> damage)
- The bug which put the player outside the map (using jetpack or fade-blink) in the aft engine vent is fixed - found by End

Changes:
- The former darkness is back, I personally thought the previous version was to bright
- Entity count has been reduced
- Lightdata has been reduced
- Clipnodes and leaves have been reduced a little
- Overall lighting tweakes for visual enhancement
- Overall mapsize reduced with approxiamately 1.1Mb

- <a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/versions/ns_achio_v1b2.zip' target='_blank'><b>Mirror1: Hosted by @home.nl</b></a>
- <a href='http://www.brywright.co.uk/downloads/files/index.php?dir=natural-selection/maps/ns/&file=ns_achio_v1b2.zip' target='_blank'><b>Mirror2: Hosted by Bry's NS Server</b></a>

</li></ul><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><b>Game type:</b> Ns.
<b>Layout</b>: Semi "horizontal" symetrical, hallways and some rooms would be slightly different.
<b>Map class:</b> Serious.
<b>Size:</b> "Very" large (The map gives the player the feeling of being small)
<b>Env_gamma:</b> 1.6
<b>Final resnodecount:</b>11
<b>Mission briefing:</b> <a href='http://213.51.88.177/home.asp?page=pages/games.asp&topstyle=topgame&gamepage=pages/games/maps/ns_achio-story.asp&gamesection=ns_achio&mapsection=story' target='_blank'><b>Link1</b> </a>, <a href='http://www.unknownworlds.com/forums/index.php?showtopic=60733' target='_blank'><b>Link2</b></a>
<b>Achio on <a href='http://nsworld.ns-central.co.uk/Map.php?UniqueID=363' target='_blank'>NS-world</b></a>
<b>Achio on  <a href='http://www.naturalselection.pexgames.com/games/halflife/mods/naturalselection/maps' target='_blank'>Pexgames</b></a>

<span style='color:purple'><b>Latest rendered layout:</b></span>
<img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/layout/progress-layout.jpg' border='0' alt='user posted image' />

<span style='color:purple'><b>Screenshots:</b></span>

<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/h-junction.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/h-junction-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/impactsite.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/impactsite-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/centralprocessing.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/centralprocessing-s.jpg' border='0' alt='user posted image' /></a>

<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardgen.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardgen-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/portgen.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/portgen-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/aftengine.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/aftengine-s.jpg' border='0' alt='user posted image' /></a>

<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/loadingbay.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/loadingbay-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardion.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardion-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/watercleansing.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/watercleansing-s.jpg' border='0' alt='user posted image' /></a>

<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/portskylight.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/portskylight-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardskylight.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardskylight-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardengine.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/starboardengine-s.jpg' border='0' alt='user posted image' /></a>

<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/messhall.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/messhall-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/loadingbayaccesscoridor.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/loadingbayaccesscoridor-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/maint.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/maint-s.jpg' border='0' alt='user posted image' /></a>

<a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/fluctuation.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/fluctuation-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/computercore.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/computercore-s.jpg' border='0' alt='user posted image' /></a><a href='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/readyroom.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/readyroom-s.jpg' border='0' alt='user posted image' /></a>

<span style='color:purple'><b>Readyroom credits:</b></span>
<b>Fighterplane screenshot:</b>
<a href='http://koti.mbnet.fi/darkeh/Spaceship.jpg' target='_blank'><img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/officialscreenshots/models/fighterskinned-s.jpg' border='0' alt='user posted image' /></a>
Created by <a href='http://www.unknownworlds.com/forums/index.php?showuser=18989' target='_blank'><b>Chrono</b></a>
Skinmeshing <a href='http://www.unknownworlds.com/forums/index.php?showuser=16446' target='_blank'><b>CoolCookieCooks</b></a>
Skinning by <b><a href='http://www.unknownworlds.com/forums/index.php?showuser=16814' target='_blank'>Darkstorn</a></b>
Compiled by <a href='http://www.unknownworlds.com/forums/index.php?showuser=20222' target='_blank'><b>BAshh</b></a>

Computer console texts & textures <a href='http://www.unknownworlds.com/forums/index.php?showuser=26917' target='_blank'><b>john_sheu</b></a>
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<b><span style='color:purple'>A custom storybased skybox (revised)</span></b>
The revised skybox, The one I am using right now is the bottom half of the image, the top half was the first version, <a href='http://www.unknownworlds.com/forums/uploads//post-4-1084210639.jpg' target='_blank'><b>link</b></a>

<span style='color:purple'><b>Note:</b></span>
Achio has a 'new' style of lighting. Dark and atmospheric. I am trying to create the ultimate cinematic effect the player can feel in a map.
This will be achieved with the help of sound, lighting, and elements/attributes which have been left behind by the crew before the TSA have arrived.
I'll try to make the map balanced and everything has to be realistic looking, there will be nothing in the map which does not serve a purpose.

Achio is most likely the bigest map ever created for NS, but due to the engine limitations I had to cancel a few areas. I made it look like that there is much more to the ship then is seen by the player with the use of broken inaccesable areas, closed doors and elevations which make believe that there are more decks on Achio...
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«13456719

Comments

  • Zulu55Zulu55 Join Date: 2004-01-02 Member: 24975Members
    I think the lighting is a little bland, but it has that good sort of depressed, washed-out look.

    Some of the texture choices are a little off, I think. The support pillars going up to the ceiling particularly stood out for me the first time I looked at it.

    My .02
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    <!--QuoteBegin--Zulu55+Jan 7 2004, 04:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zulu55 @ Jan 7 2004, 04:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think the lighting is a little bland, but it has that good sort of depressed, washed-out look.

    Some of the texture choices are a little off, I think.  The support pillars going up to the ceiling particularly stood out for me the first time I looked at it.  

    My .02 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The lighting is indeed a bit bland <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Is this better perhaps:

    Used some different textures/architecture on ceiling

    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio04.jpg' border='0' alt='user posted image'>
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio05.jpg' border='0' alt='user posted image'>
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio06.jpg' border='0' alt='user posted image'>
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio07.jpg' border='0' alt='user posted image'>

    Now that I look at the difference... It's amazing what lighting can do <!--emo&:0--><img src='http://www.natural-selection.org/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->

    Tnx for that feedback Zulu55!
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    that broken hallway is just plain 1337.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    edited January 2004
    Looking good! That bit of fog there sets the mood well.

    But, while I like most of the changes, the ceiling texture on <span style='color:yellow'>|</span>-<span style='color:yellow'>|</span> parts of the "H" looked nice before.

    And I'd make those texture lights along the floor a tad brighter. Be careful that you don't let it get too much darker, you want people to be able to see that nice architecture!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    <!--QuoteBegin--BigDXLT+Jan 7 2004, 10:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigDXLT @ Jan 7 2004, 10:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Looking good!  That bit of fog there sets the mood well.

    But, while I like most of the changes, the ceiling texture on <span style='color:yellow'>|</span>-<span style='color:yellow'>|</span> parts of the "H" looked nice before. 

    And I'd make those texture lights along the floor a tad brighter.  Be careful that you don't let it get too much darker, you want people to be able to see that nice architecture!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    The button in the back is flickering since it has broken of the wall and lies on the ground, but I could try 1 more floor light near the broken door just like in the first pictures without getting to bright/bland again.
    For the button to work the marines have to weld the part on the wall for the button to get activated. And that door wont open to the full extent on the left and top side also once welded and button pressed it cant be closed again for the duration of the round <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    New screenshot the broken door now with a litte bit more light.
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio08.jpg' border='0' alt='user posted image'>
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    edited January 2004
    Looks much better now that its brighter, but try and make the floor lights a bit more yellow just to add some colour, also some overlays on those lights would be good. I like the fog <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    The door has been welded <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> now lets have a look inside...
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio09.jpg' border='0' alt='user posted image'>

    Impact part of the asteroid and also the weldable entrance of the starboard generator hive (im gonna look up into space as soon as I build the force field (not build yet so how am I not sucked into space? Easy its magic <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio10.jpg' border='0' alt='user posted image'>

    That flashlight was owned by Sergeant Jason P. Black.
    He dropped it while the entire team was whiped out near the starboard generator and he escaped from the skulk. On his way towards the bridge and he also jammed the door so the skulk couldnt follow him. Eventually the skulk found and killed him on the bridge while he made the last radio contact with central command:
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    VERY NICE. It looks very high-quality and unique.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    edited January 2004
    I like that catwalk a LOT.

    What would make it very cool is if you made it a pit of steaming water that the catwalk's going over, instead of pipes. Then add a LOT of steam around that, it will be very atmospheric.

    I think you made the rest of the corridor too dark. Something that would make it very nice is if you have clouds of steam hovering about the floor (not all over the place in midair, just around the floor); would be awesome... a long hallway that's relatively well-lit, yet uniform cover for skulks ... ;D


    I like your map!!!!!!!!!!


    I just saw the broken hallway! <b>MARRY ME!</b>
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    <!--QuoteBegin--Windelkron+Jan 8 2004, 05:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Windelkron @ Jan 8 2004, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like that catwalk a LOT.

    What would make it very cool is if you made it a pit of steaming water that the catwalk's going over, instead of pipes.  Then add a LOT of steam around that, it will be very atmospheric.

    I think you made the rest of the corridor too dark.  Something that would make it very nice is if you have clouds of steam hovering about the floor (not all over the place in midair, just around the floor); would be awesome... a long hallway that's relatively well-lit, yet uniform cover for skulks ... ;D


    I like your map!!!!!!!!!!


    I just saw the broken hallway!  <b>MARRY ME!</b><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The idear of the mist is because its cold in this part of the map due to the hole in the hull of the ship. Since those pipes are hot (plasma pipes) it creates the mist which is lighter then the air in the ship and naturally floats higher.

    But I really like that idear about the mist hovering on skulk hight and being thicker then it is now (thicker mist is heavier then air <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) so the marines see shadows of the skulks that attack them. The only problem is this is the Half-Life engine and also the maximum entity count. But I think its worth trying <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.

    Still the pipes are a part of the ship since H-junction connects starboard to port and has a lot of wiring/pipes going through it. So the pipes stay but I am going to add water arround it as a cooling factor.

    Btw my first idear was to put water under the catwalk. Funny you had the same one...

    Tnx for these cool insight/idears btw. I'll find out what is possible with mist in this engine if its the last thing I do <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Ow wait I have to go to college... No time to map <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    [edit]Damn its my birthday today... So I wont get to mapping today, time for pie <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> [/edit]
  • chrisjenxchrisjenx Join Date: 2003-01-09 Member: 12055Members
    Man i love the ideas gone into that map,
    i can map just cant texture to save my life
    great work, keep it up this is one i wanna play on lol

    laters CJJJ
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    I resized the images to 800 x 600 which decreases the file size nicely (~250kb to ~90kb)
    After some tweaking I managed to get the avarage r_speeds down to 420 - 450 and at the worst part (at the end of the hallway in H-junction) 550 - 580... I'm still trying to crank it down

    The modified textures (I mentioned <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=58580' target='_blank'>here</a>) in action:

    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio11.jpg' border='0' alt='user posted image'>
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio12.jpg' border='0' alt='user posted image'>
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio13.jpg' border='0' alt='user posted image'>

    The patch in the middle is above the flashlight is a func_breakable from flesh. The aliens can break through the wall to attack any unsuspecting marine.
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio14.jpg' border='0' alt='user posted image'>

    The bacterium somehow stops the vacuum from space comming into the ship. Changed the "startrekkie" idear of a schield... If one gets to close to it hurts the player with per time 10hp.
    <span style='color:red'>I just saw something in this screenshot... Theres a skull like image on the wall due to the texture alignment, I like it now my question is should I fix it or leave it there for a creepy effect <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> </span>
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio15.jpg' border='0' alt='user posted image'>
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio16.jpg' border='0' alt='user posted image'>

    This room behind the door, the marines have to weld, is a nice siege room to siege the starboard generator hive. Or if the marines dont want to siege they can break through the left wall and crawl/jetty towards the hive...

    It has at the end 2 entrances into the hive.
    1. on the left side a crawl space not bigger the a vent(the hidden func_breakable)
    2. on the right side the obvious entrance behind the seethrough infestation, a hole in the wall. walkspace <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->?
    It offers room for 1 tf + 1pg (mayb even an armory) and some turrets and sieges. For more protection the commander can also build in H-Junction near the broken door. This stops turretfarms <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
    but still offers lots of protection if build strategically.

    [edit]One moment I'll get you guys a commander view to in the edit of this post, the broken part from the ceiling isn't seen by the comm since it is kind of annoying to build there then...
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio17.jpg' border='0' alt='user posted image'>
    The green circle says it all ^_^[/edit]
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    New part of the map with 2 screenshots. I also adde some water since it was a ice asteroid that hit achio:

    Looking through the hole behind the flesh/infestation func_breakable (which I just ate <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio18.jpg' border='0' alt='user posted image'>

    looking from the other side back to the room with the flashlight.
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio19.jpg' border='0' alt='user posted image'>

    Also got a location name as you can see. An asteroid can do this to the nanogrid <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    [edit] next stop the starboard generator hive... I would love some feedback/suggestions btw <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> [/edit]
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited January 2004
    Absolutly amazing map you have there. But I can see that only the H junction and the broken hallway are done in the mini map, so keep up the good work. Its amazing.

    Oh, and make sure to have some crawlspaces for skulks under the catwalk. And on the topic of mist -- you could put a lot of mist under the catwalk (I mean a lot to the point where you cant see) and get those crawlspaces in there. Then skulks could surprise attack the marines from below. Plus it would just look cool crossing a misty area on a bridge. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    EDIT:: I love the flashlight in the hallway. Keep those little left over goodies a constant on the ship so people know that this place was visiously taken over.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    VERY nice job on the crushed hallway. yet again it continues to amaze me. and btw keep the texture alignment as is. looks creepy. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    and maybe take the flashlight and move it around so that the light points at the vent giving a slight hint as to where it is. it'd be plain creepy to weld the door then take one step in, only to have a skulk destroy the func_breakable and come through the light to the marines. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    I would have to dissagree maveric. I love the flashlight casting an erie light down the hallway. And once you play the map enough, you dont need hints to where broken walls are.

    Although the map is extronarily beautiful. I wish I could map like that. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    Tnx for that feedback and compliments you making me blush here <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I put a steam burst under the catwalk. This is probably the best the half-life engine can create steam since I tried it with
    (mist, steampockets and this steam jet) The last one looks the best
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio20.jpg' border='0' alt='user posted image'>

    The flashlight I want to keep pointing at the obvious entrance. I dont think the halo of the light is a problem since it isnt infront of the hole.
    The sound of the flesh and the parts of bacterium comming towards you with a alien behind it can create a nice scare <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> .
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/ns_achio21.jpg' border='0' alt='user posted image'>

    [edit]Now I'm going to build a lot more of the map, when the time alowes me... a list of what to do this week <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->:

    - Starboard generator hive + hallway arround it (with kneedeep water due to a waterpipe that busted, commander can build on pieces of ceiling that broke of the ceiling)
    - Hallway towards Loading bay (marinestart) + connecting elevator and hallway towards aft engine hive
    - Hallway towards Maintenance bay

    hmm next post ill put up a mspaint layout nah gonna use flash mayb photoshop :/... ah well I'll get you guys a layout of the map...
    [/edit]
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    putting up temp layouts since its taking longer then I expected. and I promised you something...

    This was the first layout I made, the locations/names are still the same (the starboard engine hive has been moved to the more logical location starboard generator.
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/layout/layout1.gif' border='0' alt='user posted image'>

    An old none textured Hammer layout. To test the siege ranges. Loading bay (MS) and aft engine are far enough apart for the siege range. Use the 1st screenshot for the locations <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    <img src='http://members.home.nl/m.borgman/ns-forum/ns_achio/layout/hammer-layout.gif' border='0' alt='user posted image'>
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    You might want to consider making the flashlight breakable- although it is nice how it adds its eerie light as you say. Just something to consider <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    -Parallax
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--Parallax48+Jan 12 2004, 09:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parallax48 @ Jan 12 2004, 09:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You might want to consider making the flashlight breakable- although it is nice how it adds its eerie light as you say. Just something to consider <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    -Parallax<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Now howcome I didnt think of that... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    I could make the flash light breakable. so the halo would be gone and the light would be off and the only light would be the 2 flickering lights for the duration of the round...

    Thats one hell of a idear <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> (only downside is that this is a marine strategic location to siege the hive and the 1st thing the aliens would probably do is to kill the light... A well not even near the point of playtesting <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)

    g2g mapping...
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    I like the flashlight idea very much. It works out fine, don't change it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    <!--QuoteBegin--MrMojo+Jan 13 2004, 12:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrMojo @ Jan 13 2004, 12:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I like the flashlight idea very much. It works out fine, don't change it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'll have to see if I'm going to make the flashlight interactive...

    But now im going to do some pure and simple mapping to get more of ns_achio done... I've been working to long now on just one section "7 days? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->" (but still it's where I want it to be)

    now its time for the rest helmets on <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> and "<b><span style='color:red'>Let's move out!!!</span></b>"
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    wow dude, after seeing that layout and everything... you are really into like the professional level of mapping. that's coordinatoin and good layout and good design and good aesthetics all in one. bravo!!!!
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Mooi hoe je die mist daar zo krijgt. Dat geeft de map wel een enge sfeer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    English: Yeah.. whatever. I like it.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--JezPuh+Jan 13 2004, 08:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jan 13 2004, 08:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mooi hoe je die mist daar zo krijgt. Dat geeft de map wel een enge sfeer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    English: Yeah.. whatever. I like it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    hehe lekker nederlands maar dunno of dat mag dus ik vertaal ff XD ... btw bedankt <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Translation of our dutch jibberish:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mooi hoe je die mist daar zo krijgt. Dat geeft de map wel een enge sfeer. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    nice the way you got that mist there. It gives the map a eerie athmosfeer

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hehe lekker nederlands maar dunno of dat mag dus ik vertaal ff XD ... btw bedankt <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    hehe nice to talk dutch but i dont know if its alowed so im going to translate it... btw thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    ---------------------------------------------------------------------------------------------------------------------------------------------

    well now u guys can speak a little dutch to <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.. hmm read... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> or ... ah well...
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    It's ok as long as you give a translation. Wich I did. Well, you know better. But don't tell <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    /offtopic Where I the Netherlands do you live?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2004
    /off topic
    Hoogezand, Groningen... Something like 30km from your location if my calcuations are correct...

    *puts wet finger in the air to messure the windspeed and lays one ear to the ground to listen for a train go by... useless but pointless <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> *

    [edit]now please on topic from now on <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->, I don't mind but it could make the thread messy... mayb if you want to know information like this you can PM me and
    I have msn<b> <span style='color:blue'>kouji_82@hotmail.com</span></b>[/edit]
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Oh that's nice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Finally someone from the northern of the country. Hmm, got aim or msn?
  • ParallaxParallax Join Date: 2002-11-08 Member: 7739Members, Constellation, Reinforced - Supporter
    hehe... perhaps you could *use* the flashlight to turn it on and off....

    Ignore me, I just like interactivity. If it doesn't work, dont put it in.

    -Parallax
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